It was a dark and calm night ...I was cruising just off the
Japanese mainland in my GATO class sub when my radar officer
reported a strong contact at bearing 280 degrees 35,000
yards. After tracking the target for a few minutes we
estimated speed around 15 knots and calculated the heading to
be 200 degrees. We plotted a course that would bring us in
front of the target and engaged at full speed.
As we rapidly converged we discerned a VERY large target
flanked by two smaller ones. This was shaping up to be a
battleship or carrier with two destroyers in escort! What
an opportunity!
From my previous experience with encounters of this type, I
knew I had little chance of actually recording a kill
unless I could both elude the escort and cripple the
battleship, a tough run for a lone wolf. Still, it was
worth the effort. Here was my plan of attack:
I would dive at about 2500 yards from the battleship or
escort and lie dead ahead of the path of the battleship. At
800 yards I would loose all six of my front tubes set to
depth of about 20 feet. I would use Mark 18 electric torps
since speed was not an issue and I wanted to ensure contact
and detonation.
Immediately after loosing my front tubes I would dive to
100 feet until I could hear the screws overhead. I would
then rise and release my four rear tubes on the targets
stearn in attempt to damage the propellers and engines. I
would risk using Mark 14 torps for this purpose. With luck
I could do enough damage to slow the battleship
significantly.
With luck I managed to position myself very well, and as
the battleship came into visible range I was surprised to
see the Yamato, the SUPER battleship and pride of the
Imperial Navy!! The escort worried me for a moment as one
of them closed to within 1000 yards, but they continued
across the frontal path of the Yamato without pause. When
the battleship closed to within 800 yards I fired my
spread. I had four hits by the time I lowered my scope.
The escort were thrown into a mild panic, I am sure!
However, being directly under the target has some
advantages in noise and mass distractions, and I was not
detected. As I rose to periscope depth I noticed one escort
heading almost directly for my position, but with my bow
almost in line with his own, I was a small reflective
target. I turned my attention to the Yamato, which was
shedding some speed, though slowly. At least she had not
managed to increase her revs!
I let fly with four Mark 14 steam torpedos at about 600
yards with the distance opening at about 12 knots. I had
one premature detonation and three solid hits! This was
lucky, since failure rate can exceed 50%. I now had two
escorts searching frantically, and I went to 150 feet and
began to make some evasive manouvers.
After about ten minutes of cat and mouse, I had reloaded
tubes one and two and had a chance for a good shot at one
escort. I took it, loosing only tube one at 550 yards with
an electric torp. Contact and kill!! I was ecstatic as I
broke surface with escort two heading away from me at more
than 2400 yards. Doing a small end run as I picked up the
battleship on radar, I proceeded to close at full speed.
By the time I was within 2500 yards of the Yamato, she was
down to eleven knots and in a blaze of smoke and fire.
Eight torps even on a ship of this size can do major
damage! I now had three more tubes loaded and I dispatched
them at 2200 yards still on the surface, though I had
reduced my speed to match hers. (Too close to a ship of
this power on the surface is a good way to find a watery
grave!)
The night was still dark and the sea calm, though in the
distance I could hear the shouts of sailors and the
clanging of bells. The smell of smoke filled my nostrils,
and occasionally I could hear a small explosion as
something that shouldn't be exposed to flame made itself
known.
I loosed two Mark 18s at the rear of the ship and turned
hard right to line up for a bow shot. Both torps found
their mark and new flames erupted from the hulking ship.
As I was about to loose my single bow shot I noticed that
the huge ship was listing badly to port, and sure enough
she was sinking! Her speed was down to 6 knots and her
engines were no longer turning her screws... I had sunk the
Yamato!!
I have also had some great fun by taking out the Narwhal or
Tench class sub and utilizing stealth at night to take out
destroyers with guns. If surface conditions are not
excessively bad, one may surface at around 4000 yards
heading away from a target like a destroyer at full speed,
maintaining distance long enough to sink them before they
can get within visual range of your small submarine!
The guns are really well modelled and quite easy to learn.
You will find your hit rate quickly far exceeds the AUTO
settings. My hit rate is easily over 80%. Have fun!
Version 1.1 and Mission Disk
Gameplay in SILENT HUNTER is solid and satisfying. On the
SSI website is the SH 1.1 update. The self-extracting file
will update your Silent Hunter game to v1.1. Essentially,
this is the mission disk WITHOUT most of the new missions.
The new features/fixes are these:
Two Special Mission Types- Photo Recon, And Life Guard
Duty.
This also adds a few new missions.
•Sub Vs. Sub Combat.
•Radio Logbook.
•Enhanced Enemy Aircraft Attacks.
•Submarine Anti-Air Routine.
•Deception Option (Debris)
•Improved Ship ID Book.
•Night Time Lighting.
•Creaking Sounds When Deep.
•Improved Time Compression (up to x2048!).
•New Report Dialog In Tactical Charts.
•Improved Convoy AI When Under Attack.
*When the sub location is known the convoy will:
a) turn away from the sub (evasive action)
b) some of the convoy members will panic and separate
from the convoy.
the captains door no longer slams when your mouse
cursor crosses it.
Bugs Corrected in v1.01/1.1:
Phantom ships appearing has been eliminated.
Excessive use of compressed air has been fixed.
Display problems in the chart screen have been reduced.
Erratic torpedo runs. (Note: Sometimes torps will still
detonate without a message).
Patrol craft behavior in port not firing on sub. (Note:
There is still erratic behavior by ships in harbor from
time to time. Ships that are anchored will not react.)
Multiple crash bugs have been eliminated.
Hot Key problems fixed: While viewing ID Book at
periscope screen the "T" key takes you to the torpedo
controls and the "N" key brings up the navigation controls.
For those with 8 Megabytes of RAM, when there are many
ships, contacts, and weapons being fired, in other words
when things are getting very exciting, some of the sound
effects may not play to conserve memory.
The patrol disk adds two new patrol zones: Malaysia
includes Singapore and the southeastern portion of the
Strait of Malacca. The Sulu Sea includes the southwestern
edge of the Philippine Islands and northern Borneo.
There are fifteen new scenarios added. Without making the
exhaustive list, I can say that in general the new
scenarios are more difficult that the original clutch that
came with the release, especially on the highest realism
settings. Be warned!
In essence, what we have in Patrol disk one is more of the
same. If you have enjoyed the original sim, you will enjoy
the patrol disk. There are no new sub types, the list
having been complete with the version one release.
Patrol disk two adds two more zones: the China Sea and
Vietnam. Fifteen more scenarios are included as well as a
scenario editor.
Silent Hunter remains a great simulation, with flexibility
in spades and accessibility to anyone, regardless of
experience in this kind of simulation: with great graphics,
great sound, plenty of challenge, and lots of flex in
realism settings. Now I wonder who will be the first to put
this kind of simulation together with a more broad naval
simulation. Wouldn't you love to go head to head in network
mode with admirals on both sides in their fighting ships
protecting convoys, and yourself in a wolf pack? Who knows,
SSI or Microprose might already have it in the works!!